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A jam submission

APOCRYPHAView game page

Play as Eve, A magical girl that fell into the craks of space, in a frenetic Gacha based Shoot'em up!
Submitted by Nobuna — 14 hours, 45 minutes before the deadline
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APOCRYPHA's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement/Fun#113.1543.154
Audio#133.1543.154
Gameplay Polish#162.6922.692
Originality/Creativity#162.9232.923
Overall#192.7912.791
Aesthetics#232.8462.846
Theme Interpretation#232.3082.308
Magical Girl Concept#262.4622.462

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the Magical Girl genre?
You play as Eve, a Magical Girl that fell into a cracks of space, followed by evil enemies.

Which theme(s) do you pick?
1. I am Legion, for We Are Many; 2. Identification: Friend or Foe; 4. Under Pressure. (more planned throught the story, but not in the build at the submission...)

How does your game fit those theme(s)?
1. Eve is using ability drawed from her enemies. 2. The gacha system has an additional negative tier that affects Eve in a negative way. 4. The player have to face hordes of enemies while managing it's resources.

If you follow any of the optional challenges, elaborate as you like.
**Gacha**: There is a gacha system where player can accumulate shards to acquired magic crystal that holds a random temporary bonus. There is 5 tiers (Common, Uncommon, Rare, Legendary and a negative Corrupted Tier). The player can accumulate up to 10 Crystals, and drawing with 10 crystals activates a pity system that grant an additional free Legendary crystal.

Were the assets for your game made during the jam? Elaborate as you see fit.
Didn't do any assets. Full list coming soon on the page description.

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Comments

I had a lot of fun with this one. It doesn't feel all that prototype-y; I didn't realize it has a troubled development until I read through the page. That's not to say it doesn't have some rough edges, but the overall presentation is pretty polished. 

The gacha system is really opaque. It seems to be tied to Shards (and this is confirmed by the jam page) but it's not clear how these interact in game. At first I thought I had to fill the Shard meter and then pull, but then I was able to pull without it full. But only sometimes. Sometimes I'd pull one item, sometimes many, and it seems to be related to Shards collected, maybe? I think what's happening is that you can fill the bar multiple times, but if there's an indicator of available pulls I couldn't find it. Maybe that could be added to the bar, or it could change colour each time. It's also not clear what the icons mean, or that the timers mean the bonuses go away (I thought they were cooldowns). I'm not really sure how to address these; the announcement text needs to be linked to the icon somehow. It's also possible to get totally screwed, not by pulling badly but if you run out of bonuses with several strong enemies on screen.

Gacha UX issues aside, I liked the shooter gameplay but people who play these might be able to weigh in on it more. I was able to play for several minutes and was generally doing pretty well, which I liked but I suck at shmups so others might find it too easy. There are parts that feel very bullet hell, but the large and unclear hitbox and lack of (significant) invincibility is going to throw off people who try to play it like a bullet hell. I don't know if that's a problem, per se.

I would have preferred mouse control or even arrow keys. WASD was really awkward for me.

The graphics and audio work great for the feel and tone of the game. It's slightly abstract, very cyberspace feeling. The one minor issue I saw was that the background doesn't seem to loop continuously; there's a gap in it with empty space before it draws again.

As I've said, it's overall a lot more polished than the prototype status would suggest. The issues are relatively minor, and I think you could tack a score system on it and call it complete.

I think it's a cool game (if a bit overly long without rests/breaks/ups and downs in terms of pacing; I got more bored than I was challenged after a while) but I'm not sure it's particularly related to mahou shoujo other than the ship being a girl who is magic. i think you made all the pre-made assets work together really well (I particularly liked watching the background scroll; I know making a looping background can be suprisingly annoying!)

Submitted

I like what we have here. There are even cool enemy paterns and all. The theme and mixing of Mahou Shoujo and gacha is kinda fun on its own. With a bit more development this can be a great game. The sound is fine and the graphics are prototype anyway but still gives me a sense of what the game should be. Keep up the nice work!

Submitted

For what it's worth, I'm glad you did decide to submit after all. Even if it's just a prototype, it certainly is an interesting one.

Submitted

The mix of bullet hell with gacha has been interesting.

Submitted (1 edit) (+1)

Honestly, for a WIP this still feels pretty good! I can see where it's unfinished (lack of story for instance) but it's quite fun to play. While I didn't fully understand the gatcha system at all times, it felt nice to roll and get all buffed up! The enemy waves were good, and fighting in general was satisfying. As a Nier fan, I also enjoyed the perspective-switching bonus feature! Though it seems like when you switched perspectives, some enemies would then be permanently off-screen in the top down view. (But you can still go back to the front view to take them out)

I see that you used pre-made assets, but I think you used them well. Both the audio and visual presentation were good, and it all felt cohesive together.

I was sorry to read that you had a very tough and busy month during the jam. I think you should be proud of how much you completed despite those challenges. Great job!

Developer(+1)

Thanks for playing and taking the time of providing extended feedback!

I'm very happy to have submitted, everyone's comments are good for morale =D=)

Submitted(+1)

I love the gatcha upgrade idea! very creative and brings a lot of changes in game play. I hope to see more! great job

Developer

Thank you :)

Submitted(+1)

The gameplay has a lot of potential. The music is great and, from what I can tell, the character is pretty cool looking. As SunnyChowTheGuy said, it would be good to rotate the screen slightly to get more of an appreciation for the character design.

Developer

Definitly something I'll keep in mind, thanks for playing :)

Submitted(+1)

I see the game is not finished but I do think the game core system is working quite well. Good job. The music is matching the game's atmosphere and i like the injury lens effect.

I suggest to ignore the "top view" and tilt just the main character a little bit. So that player can see the character in better view

Developer

Thanks for playing! I will give a try to a less "top" view :)